355 lines
5.6 KiB
Text
355 lines
5.6 KiB
Text
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#Needs to be loaded after
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################
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# Stop War attacker chance calculation
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################
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stop_war_diplomacy_modifier = {
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value = diplomacy
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multiply = 5
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}
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stop_war_relation_penalties = {
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# Opinion Penalties
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if = {
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limit = {
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opinion = {
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target = scope:actor
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value < -49
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}
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}
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add = -50
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}
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else_if = {
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limit = {
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opinion = {
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target = scope:actor
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value < 0
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}
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}
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add = -25
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}
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# Relationship Penalty
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if = {
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limit = {
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has_relation_rival = scope:actor
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}
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add = -100
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}
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}
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stop_war_relation_bonuses = {
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# Opinion Bonuses
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if = {
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limit = {
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opinion = {
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target = scope:actor
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value >= 50
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}
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}
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add = 50
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}
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else_if = {
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limit = {
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opinion = {
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target = scope:actor
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value > 0
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}
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}
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add = 25
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}
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# Relationship Bonus
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if = {
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limit = {
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has_relation_friend = scope:actor
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}
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add = 25
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}
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}
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#Calculated in scope:recipient
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stop_war_attacker_likelihood_calculation = {
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if = {
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# Cowed characters always accept.
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limit = {
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has_dread_level_towards = {
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target = scope:actor
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level = 2
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}
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}
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value = 100
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}
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else = {
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# Calculate chance of character accepting.
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# Penalties are added first, which then get reduced by Intimidation (if applicable).
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# Then bonuses are added, and finally circumstantial modifiers.
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###################
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# Negative Values #
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###################
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subtract = stop_war_diplomacy_modifier
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add = stop_war_relation_penalties
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# Trait Penalties
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if = {
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limit = {
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has_trait = stubborn
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}
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add = -50
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}
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if = {
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limit = {
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has_trait = ambitious
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}
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add = -30
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}
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if = {
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limit = {
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has_trait = disloyal
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}
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add = -25
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}
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#########################
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# Indimidation Modifier #
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#########################
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if = {
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limit = {
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has_dread_level_towards = {
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target = scope:actor
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level = 1
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}
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}
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multiply = 0.5 # Reduces all current penalties by 50%
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}
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###################
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# Positive Values #
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###################
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# Liege's Diplomacy
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add = scope:actor.stop_war_diplomacy_modifier
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add = stop_war_relation_bonuses
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# Traits
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if = {
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limit = {
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has_trait = fickle
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}
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add = 30
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}
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if = {
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limit = {
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has_trait = loyal
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}
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add = 50
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}
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#######################
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# Other Circumstances #
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#######################
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# Warscore
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if = {
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limit = {
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exists = scope:target
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}
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subtract = scope:target.attacker_war_score
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}
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# Admin
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if = {
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limit = {
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is_governor = yes
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}
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add = 50
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if = {
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limit = {
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scope:target = { has_realm_law = imperial_bureaucracy_3 }
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}
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add = 30
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}
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else_if = {
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limit = {
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scope:target = { has_realm_law = imperial_bureaucracy_2 }
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}
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add = 20
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}
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else_if = {
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limit = {
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scope:target = { has_realm_law = imperial_bureaucracy_1 }
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}
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add = 10
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}
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}
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#TODO: Strong claim/Weak claim difference
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#TODO: Laws
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min = 5
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max = 95
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}
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}
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stop_war_defender_likelihood_calculation = {
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if = {
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# Cowed characters always accept.
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limit = {
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has_dread_level_towards = {
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target = scope:actor
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level = 2
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}
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}
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value = 100
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}
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else_if = {
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#If it's a war over the defender's last county, they won't say yes.
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if = {
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limit = {
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exists = scope:target
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any_held_title = {
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count = 1
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tier = tier_county
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always = yes
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save_temporary_scope_as = last_county_title
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}
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scope:target.casus_belli = {
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any_target_title = {
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this = scope:last_county_title
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}
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}
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}
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value = 0
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}
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}
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else = {
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# Calculate chance of character accepting.
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# Penalties are added first, which then get reduced by Intimidation (if applicable).
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# Then bonuses are added, and finally circumstantial modifiers.
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###################
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# Negative Values #
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###################
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subtract = stop_war_diplomacy_modifier
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add = stop_war_relation_penalties
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# Traits
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if = {
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limit = {
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has_trait = arrogant
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}
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add = -50
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}
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if = {
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limit = {
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has_trait = ambitious
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}
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add = -30
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}
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if = {
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limit = {
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has_trait = disloyal
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}
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add = -25
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}
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if = {
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limit = {
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has_trait = greedy
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}
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add = -20
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}
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#########################
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# Intimidation Modifier #
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#########################
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if = {
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limit = {
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has_dread_level_towards = {
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target = scope:actor
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level = 1
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}
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}
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multiply = 0.75 # Reduces all current penalties by 25% (Intentionally less than the 50% reduction for attackers, because defenders have more to lose).
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}
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###################
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# Positive Values #
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###################
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# Liege's Diplomacy
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add = scope:actor.stop_war_diplomacy_modifier
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add = stop_war_relation_bonuses
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# Traits
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if = {
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limit = {
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has_trait = humble
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}
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add = 20
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}
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if = {
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limit = {
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has_trait = loyal
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}
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add = 50
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}
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#######################
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# Other Circumstances #
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#######################
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# Warscore
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if = {
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limit = {
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exists = scope:target
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}
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subtract = scope:target.defender_war_score
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}
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# Admin
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if = {
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limit = {
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is_governor = yes
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}
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add = 50
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if = {
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limit = {
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scope:target = { has_realm_law = imperial_bureaucracy_3 }
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}
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add = 30
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}
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else_if = {
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limit = {
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scope:target = { has_realm_law = imperial_bureaucracy_2 }
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}
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add = 20
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}
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else_if = {
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limit = {
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scope:target = { has_realm_law = imperial_bureaucracy_1 }
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}
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add = 10
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}
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}
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#TODO: Strong claim/Weak claim difference
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#TODO: Laws
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min = 1
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max = 95
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}
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}
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stop_war_attacker_bribe_size = {
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value = medium_gold_value
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multiply = 2
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}
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stop_war_defender_bribe_size = {
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value = medium_gold_value
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multiply = 4
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}
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